Originally posted by d87
Not sure if mapster is the cause, but automatic spell loading based on current map id and the fact that when you zone in map switches to dungeon map.
Changed your Code from PLAYER_ENTERING_WORLD to ZONE_CHANGED_NEW_AREA and everything is fine. It's 1:1 from DXE :D
The subroutine is called now more of...

Originally posted by d87
Are you using any map related addons? like mapster, cartographer
Mapster is it :D I could disable it in my raidset 'cause Injector is a little more useful in instances :o:):cool:

Originally posted by Finnley
So I will try to proof this with a clean installation on wednesday...
I fiddled a little around and now I know why I did't see any debuffs:
If you enter a raidinstance after another (I've been to ICC after TotC) then Injector won't recognize this.
If you know it, you can use /inj load Icecrown...

Originally posted by d87
btw, what locale you're playing on?
/dump GetSpellInfo(spellID)
for 10 and 25 versions displaying same name?
I'm playing the german version. Tried some dumps the way you told me & the spellnames are really identical. Maybe I messed the config.
So I will try to proof this with a clean installati...

Originally posted by d87
spell id is used to query localized spell name, so heroic/25m spells should work fine already.
Sadly this isn't working. At least for me. Did not see any of the ICC25 debuffs yesterday. Gonna put my own list in again. :(
And the readycheck answers are not showing up too.

Again – great addon!
I found some small issues.
First, the petframe. I’d love to have it underneath of all groups. Didn’t find a way to do this. So I decided to move it there manually. But the anchor for the pets is not showing if I unlock. Had to delete the following:
if k == "unlock" then
Injector.anchor:Show...

Me again :eek:
The routine for disabling unused indicators kills the border. :p
Fixed it that way:
for indname, indopts in pairs(InjectorConfig.SetupIndicators) do
if not usedInds and string.sub(indname, 1, 7)~= "border_" then
InjectorConfig.SetupIndicators = nil
end
end

Originally posted by Finnley
Hi there,
some time ago I asked for MT indicators. As I could see you started to work on them but unfortunatly they aren't working yet. And I am too poor in programming to get your pieces working for me.
Since I changed from Grid to Injector this is the only missing thing :banana:
Thanks 4 this...

Hi there,
some time ago I asked for MT indicators. As I could see you started to work on them but unfortunatly they aren't working yet. And I am too poor in programming to get your pieces working for me.
Since I changed from Grid to Injector this is the only missing thing :banana:
Thanks 4 this great addon

The range prob drove me crazy today. So I googled a little bit and voila by only changing one line (71) I am completely satisfied :D
my rangecheck looks like this:
if IsSpellInRange("Rejuvenation",unit) == 1 then
instead of
if UnitInRange(unit) then

Thanks for your changes - they work very well for me. :banana:
Couldn't test it with a second drood in raid yet - with v0.5 I saw the hots of the other droods too. :(
Also found an issue with the rangecheck - it seems unitinrange() doesn't deliver correct values.
grid is more accurate at that point. How about checking a spell...

Originally posted by OarisJM
- add a right side indicator in addition to the others? (and while I'm asking, since I love the 3 in the topleft corner, how about 3 in all the corners/sides too? I'm envisioning all my druid's HOTs on the bottomcenter.)
For the right side indicator simply add this line in config.lua (starts at l...

Wow, this addon is awesome - looks exactly like my grid does. it doesn't use any processorcycles or mem. (ok, very little) Verified this with addonusage.
Currently I have to use grid just because I desperately need the borderindicator for aggrovisualization (the red corner is too fuzzy :D ) If you could implement this I'd be you...